Table of contents
Introduction………………………………………………………………………………
Narnia……………………………………………………………………………………..
Maps………………………………………………………………………..……………..
Locations…………………………………………………………………
Encounters……………………………………………………………...
Races and creatures of Narnia………………………………………….……………
Human……………………………………………………………………
Magical Beasts…………………………………………………………..
Monsters……………………………………………………………….…
Talking Animals……………………………………………………….…
Notable NPC’s…………………………………………………….…….……………….
Aslan………………………………………………………………….….
The Emperor across the Sea……………………………………….…
Father Christmas………………………………………………………..
The Gods…………………………………………………………………
The Stars…………………………………………………………………
The White Stag…………………………………………………………..
The Witches……………………………………………………………..
Artifacts and Weapons………………………………………………….……………...
The Deep Magic………………………………………………………………………….
Campaign Ideas…………………………………………………………………………
Introduction
There is no question, it is an idea that has a lot of potential. Narnia but as an interactive adventure. I have not been playing RPG’s very long, however not only are they a fun way to pass the time, they are a creative and inventive way to spend time with friends and family, to have adventures and all in the safety of your own house. This book was written and conceived by myself as a Christian who has always strived to involve my faith in everything I do. When Gary Gygax invented Dungeons and Dragons he invented something great, however, it lacked the key Christian doctrines and heart that I look for when I play. Thanks to the marvel and imagination of C.S. Lewis it is possible to experience a fun family adventure while at the same time promoting and exploring Christ-like ideals.
Narnia
“The Lion was pacing to and fro about that empty land and singing his new song. It was softer and more lilting than the song by which he had called up the stars and the sun; a gentle, rippling music.”
- The Magician’s Nephew
Before the beginning there was darkness. From that darkness arose a song, and through that song the great Lion Aslan brought the world into being. He sang of the stars and sun, and then the grass, trees, and flowers. With each note that issued forth brought the land further into being. Within that land he established a country and both the country and the land was Narnia.
It was then that he sang into being the beasts of the world, and with His breath, gave them voices to speak, and minds to think, and hearts to love. Over the beasts he appointed King Frank and Queen Helen, and sacred oaths he had them swear at the founding of the world. It is from their noble line that the archenlanders of southern narnia descend.
Map
Regions
The Royal Nest
The Royal nest is a mountainous country situated south of the lions Kingdom and north of the Southern Empire and the Southern marches which stand as the boarder between the two. This lovely country possesses not only snow-clad mountains but also gentle hills, and narrow pine filled gorges. Archenland itself constitutes part of the larger Narnian empire serving as the home to primarily human residence. Interestingly enough, the country's primary export is a strong wine which many find must be watered down in order to find it palatable.
The capital and most populated area of Archenland is the city of Anvard. This colorful and diverse city is looked over by a great Castle possessing the same name. Its walls are built of warm reddish brown stone and much like other castles anvard boasts many towers, however no moat.
The Lions Country
"Oh, Aslan, will you tell us how to get into your country from our world?"
"I shall be telling you all the time. But I will not tell you how long or short the way will be; only that it lies across a river. But do not fear that, for I am the great Bridge Builder."
―Lucy and Aslan[src]
Known also has heaven, Home and kingdom of the Great Lion, this legendary land across the sea, is the resting place of all those who die with the song of the Lion in their hearts. The land is ruled by the Lions father who sits and presides over all worlds.
Atlantis
Villages towns and Settlements
Points of Interest
Dangerous Locations
Races and creatures of Narnia
"Narnia, Narnia, Narnia, awake. Love. Think. Speak. Be walking trees. Be talking beasts. Be divine waters."
The land born of song is full of both mundane as well as many strange and wonderful creatures. Not only do you have dwarves, centaurs, and many of the other classic fantasy creatures but by far the most iconic of this land are the Talking Animals. It however, cannot be understated the importance of the roll man has played in this magical world. Specifically the Sons Of Adam, and the Daughters of Eve.
Human
The Sons of Adam And Daughters of Eve
When evil stirs in the land the children from beyond the lamppost appear, as though from thin air. Summoned by Aslan himself and called to the aid of Narnia and her people, The sons of Adam and the daughters of Eve are reviewed by the wild folk as royalty.
Despite their young age these children are often far more than they appear. Some are great warriors or deadly rouges. All of them carry the blessing of Aslan.
A Son of Adam or Daughter of Eve is always a child and as such receives all the normal penalties for being a young Character.
Blessing of The Lion (Ex) |
At the beginning of each day the DM rolls on the table below in order to determine the Blessing the Child receives for the entire day.
Table: 24 hour blessings received for the day.
d% | Blessing |
1 - 20 21 - 40 41 - 60 61 - 90 91 - 100 | Immune to fear Effects +2 to Wis. & Int. +4 to Dex. & Str. roll 2 dice, take highest on all checks Aslan Intervines* |
*Aslan takes direct action in the life of the child, either sending a
message, clue, dream, or even coming to the rescue if necessary.
The Royals
The archenlanders are a just and prosperous people who can trace their lineage all the way back to King Fraink who was crowned at the dawn of Narnia's founding.
Along with Narnia and other dominions, Archenland constituted part of the larger Narnian Empire. The seat of government was at Anvard, in the heart of the country. Anvard, the name of the castle, also gave the name to the city, which was the Kingdom's capital and only known populated area. It is located between the continental divide, which separated it from Narnia in the north, and the Great Desert in the south that bordered the Calormene Empire. The Winding Arrow River also formed a natural barrier between Calormen and Archenland.
Southern Raiders
The people of Calormen are a cunning and rough people. Their society is dominated by a hereditary caste structure, with an almost rigid distinction between nobility, who make up the government and military, and common people who work as fishermen, farmers, merchants and labourers. The warriors of calormen are among the greatest tacticians who have ever lived.
Eastern Kingdoms
The descendants of ancient pirates from another world that stumbled into the land of Narnia by entering and enchanted cave, Talmariens are a strong and proud people. Long have they been at odds with the people of Narnia, and had even going as far as invading and occupied narnia land. Every time however Narnia has eventually pushed back and reclaimed its territories.
Talking Animals (CR +1)
Though Narnia is home to many strange and wonderful creatures the majority that live deep in the eastern wilds are that of the talking beasts. Aslan the Great Lion first awakened these beasts and gave them speech at the Dawn of the World. Though indeed they may resemble their dumb animal counterparts, they are in fact as diverse and intelligent as any people or culture.
Creating a Talking Animal
Talking Animal is an inherited or acquired template that can be added to any living, creature. A Talking animal retains the base creature’s statistics and special abilities except as noted here.
CR: 9 HD or less, same as base creature; 10 HD or more, as base creature +1.
Alignment: Normally Lawful Good
Type: Creature type changes to Magical beast
Speed: All talking Animals movement speed increase by 10 Feet
Size: A talking animals size moves one category toward medium.
Blessing of Speech (Ex) |
In addition to the ability to speak Aslan gave his creatures a warning; That if they ever revert back to the ways of dumb animals, then dumb animals they shall once again become.
Should a talking animals alignment ever become True Neutral and should they revert to and persist in the animalistic behavior of their non-talking counterparts for longer than an hour a talking animal loses its ability to speak or understand spoken language. Should the behaviour persist for longer than a week this effect becomes permanent, and the creature’s stats revert completely to its base animals. At this point Only a wish or miracle spell can restore them.
Badger –
It is said that the Badgers never forget and never let go. Talking badgers are intelligent, kind, and steadfast. Most have a curiously earthy, “husky voice", and in times of war most refuse to wear armor, claiming insisting that their claws and teeth are enough. Ferocious in battle the Badgers make stern Sheriffs and Bailiffs, though most take up a life of farmers and foragers.
·
Bears –
Talking bears are large, childlike creatures. A bear is traditionally one of the Marshals of the Lists. They are known as strong but gentle creatures, who pass their time napping and eating honey. In the past they have also served as effective foot soldiers in the Lions military. Outside of war times, however, they have been known to take up beekeeping, fishing or even loan out their strength as manual leighbor.
Cat –
Cats are aloof, cunning, graceful creatures, though they have also developed a reputation for being secretive and dishonest. Their sharp minds make them effective clerks and messengers. During war times, these skills have traditionally earned them employment as scouts in the lions military, however some have also been known to turn their skills toward thievery and espionage.
Deer –
Quick witted and flighty, The talking dear have a reputation as being impatient fast talkers. Some work as chaplains, or guids, and few know more of herb lore then they. Preferring to live in the wilds outside great cities, they are often employed by the rangers as messengers or centres.
Dog –
The talking dogs of Narnia though loyal and intelligent creatures, have retain much of their canine behavior and disposition. Furthermore, talking dogs have a reputation for being quite sensitive and most consider it a great offense to be called a "boy" or "girl" by another dog. (Roll in society)
Eagle–
Reputed as quick, keen hunters the Talking Eagles are among the most respected of the Lions Rangers. Despite possessing strange sharp voices, many consider it a great treat to witness their grace and ease. Alongside the talking Owls, they have also been known to make effective scribes, scholars, messengers, and Librarians.
Fox –
Foxes are sly, intelligent creatures, known for their ingenuity and craftyness. Sadly the Foxes are not possessed of a very positive reputation and are more well known for their mischief than anything else. Regardless of this reputation, many Foxes make great tacticians, and are often employed as scouts, and soldiers in the Lions army, the Rangers, as well as more mundane jobs, such as working as clerks, moneylenders, or even Sheriffs.
Hare –
One of the Old Narnians Caspian is first introduced to is a hare called Camillo. (PC). Jewel the unicorn tells Jill about the legendary Hare Moonwood of old.(Personality)(Roll in society)
Horses –
The Noble and gentle Horses of Narnia are both strong and proud. While the speechless variety are often used as mounts and pack animals, a talking horse will only allow itself to be ridden during desperate times, such as war. To even ask is considered incredibly rude and will often spark offence.(Personality) (Roll in society)
Lions –
Dignified and well spoken, talking lions are among the most respected creatures in all Narnia. This is due in part to their resemblance to the Great Lion. Quite a few have struggled with not letting this respect go to their heads. (Roll in society)
Mice –
Among the fiercest and bravest of all creatures, there are few greater swordsman and knights then the Talking Mice of Narnia. Unlike the other talking animals, mice did not gain the gift of speech during Narnia's creation. They were Instead given it as a gift for their kindness, at the breaking of the stone table. (Personality)(Roll in society)
Panther –
Panthers are mentioned as troops in the Narnian army during the siege at Anvard (HHB). A panther also is mentioned in aiding the dwarfs and moles in getting Eustace, Jill, Puddleglum, Rilian, and the horses out from underground (SC). A black panther is shown fighting with Prince Caspian in the Disney adaption of the book.(Personality)(Roll in society)
Wolf –
Wolves are first represented as the White Witch's followers and members of her secret police. They have appeared in later books with the other Narnians. (Personality)(Roll in society)
Magical Beasts and Humanoids
Centaurs –
The centaurs of Narnia are noble beings and are one of the most loyal creatures to Aslan and to Narnia. They have the head, torso, and arms of a human but have the lower body of a horse joining at the human's waist. Their horse bodies are generally chestnut colored with human hair and beards of various colors. They are highly skilled in astronomy and divination, being able to read the stars and tell of future events. They are also proficient warriors and healers. It is said in Narnia that no one ever laughed at a centaur and that no one who valued his life would ever saddle a one
Dwarfs –
Dwarfs, or "The Sons of Earth" exist in Narnia in two separate varieties: Black Dwarfs and Red Dwarfs. Black Dwarfs are so called for their dark beards that are "as thick and hard as horsehair", while Red Dwarfs have hair "rather like a Fox's" (PC). In Narnia, dwarfs are around 3 feet (0.91 m) tall. Throughout the books, the Black Dwarfs tend to side with the White Witch while the Red Dwarfs usually side with Aslan. An example of this is shown in Prince Caspian where a Black Dwarf, Nikabrik, defends the White Witch, saying that she is "not an enemy to the Dwarfs (PC)", while Trumpkin, a Red Dwarf, is loyal to the King. Prince Caspian's tutor, Doctor Cornelius, is said to be descended from Dwarfs and humans (in the 2008 film, he specifies that his mother was a Black Dwarf). There are also "evil dwarfs" present among the witch's horde at the sacrifice of Aslan (LWW) Their appearance and loyalties aside, the Red and Black Dwarfs seem to be otherwise similar. Dwarfs live in small, tight knit communities. There is never any mention of female dwarfs in the books, although it is possible for there to be females of dwarfish descent, as the males are said to occasionally mingle and reproduce with human women. However, female dwarfs are depicted in Walt Disney Pictures films, and feature prominently in Prince Caspian. There is also a deleted scene in The Lion, the Witch, and the Wardrobe where, while walking through Jadis's courtyard, Edmund glimpses a statue of a female dwarf in the arms of her husband. Dwarfs are prolific smiths, miners, and carpenters. In battle, they are renowned archers and can march all day and all night without becoming tired (LB). Late in the series the distinction between Black and Red Dwarfs begins to fade as they become increasingly uninterested in the dealings of men. Eventually nearly all of the Dwarfs adopt the mantra "the Dwarfs are for the Dwarfs" and kill anybody who crosses their path, be they good or evil. They are the only creatures to completely reject Aslan's return and thus become blinded to the paradise that Narnia has become (LB). In Narnia the plural for Dwarf is "dwarfs" rather than "dwarves". In the original illustrations by Pauline Baynes, dwarfs were drawn very traditionally, with long beards, pointed caps, etc. while in more recent illustrations their appearance has varied.
Fauns –
Fauns, or the son of woods, are woodland creatures with the legs of a goat and the upper body of a human. They characteristically have curly hair, glossy black hair and fur, small horns resembling those of a goat, and long tails. They enjoy dancing and playing music, and their faces are simultaneously "mournful and merry".
Giants –
Giants are tall, rough looking, and often dim-witted creatures. There is a clear distinction between the giants of Narnia itself and those living outside it, mainly to its north. Narnian giants tend to be good-natured while the many Giants who live in the lands that lie North of Narnia are far more negative characters. Nearly all the Giants of Ettinsmoor, directly north of the Narnian border, are moronic, disorganized, fight each other with stone hammers, and speak an incomprehensible language with long strings of syllables Further north are the wicked Giants of Harfang (SC) who are better organized and speak comprehensively but for whom humans (and talking animals) are often a source of amusement, entertainment, or occasionally sources of food. Harfang seems a remnant of an ancient big City of Giants, of which only ruins are left and whose King at one time had pretensions of universal power. The northern Giants occasionally invade Narnia - especially in periods when civil strife among the Narnians gives the Giants a feeling that their neighbor is in a weak condition.
Gryphons –
Gryphons are winged creatures that are brown in appearance. They have head and wings of an eagle (with curved beaks) and the body of a lion.
Marsh-wiggles –
Marsh-wiggles are a race of frog-like humanoids that inhabit the marshes of northern Narnia, south of the River Shribble. They are described as having large ears and green-grey dreadlocks. They have strong leathery skin and very long limbs attached to short torsos. Both their hands and their feet are webbed, as it says in The Silver Chair, "like a duck's". Internally, they are evidently significantly different from humans, although the difference is not specified. For instance, when Puddleglum's hand was chewed by Golg (one of the Earthmen), it is not nearly as damaged as it would have been if Puddleglum had been a human. Marsh-wiggles are known for their pessimistic and depressed outlook on life. They live in large wigwams usually set apart from one another, as Marsh-wiggles like their privacy. They are not a very technologically advanced race, but they do possess both bows and swords. Marsh-wiggles fish for food. They usually catch and consume a creature known as a mudfish, but are very fond of eels when they can get them. The tobacco that they use gives off smoke that is heavier than air. It is said that they mix the tobacco with mud. They also consume a strong, unnamed alcoholic beverage. Marsh-wiggles do most of the work relating to water and fish in Narnia. Jill Pole and Eustace Scrubb are ferried across the Fords of Beruna by a marsh-wiggle. Marsh-wiggles also help dock ships at Cair Paravel. The only Marsh-wiggle named in the series is Puddleglum who appears in The Silver Chair.[3] The term "marsh-wiggle" may be derived from "Marshwiggle Way", a footpath near Grosvenor Grammar School in Knock in East Belfast, which Lewis may have known as a child.
Merpeople –
Among the greatest singers in Narnia Merpeople are mysterious creatures appearing as half human and half fish. Though Merpeople are capable of breathing both air and water, they are a completely aquatic race.
Nymphs –
Nymphs are nature spirits that live in the trees and waters. They are capable of leaving their trees or watery domains and assuming a physical body resembling human form. They are so spiritually tied to their places of nature that, if it is destroyed, the nymph bound to that place dies with it. Female Nymphs are typically referred to as either Dryads or Nyads, depending on weather or not they are wood or river spirits, however their less common male counterparts are simply known as Wood or River gods. In addition to their other traits nymphs may possess the tree or waters they are bound to, at will, and, once a day, control it as though it were their own body. (This Effect functions as possess object, except that they do not leave behind a defenseless body)
Pegasus –
Descendants of Fledge, these majestic talking beasts were first given their wings by Aslan Shortly after the Dawn of the world in order to assist the founding and protection of Narnia.
Phoenix –
A phoenix resides in an apple orchard on the green hill in the Western Wilds. It is "larger than an eagle, its breast saffron, its head crested with scarlet, and its tail purple"
Satyrs –
Satyrs are woodland folk who are part human and part goat. They are similar to fauns, except that they are wilder and have reddish fur, longer horns, and more goat-like characteristics.
Unicorns –
Unicorns are noble white horse-like creatures with a single blue horn on their foreheads which they may use as a weapon. Not only can they speak but, just like their hornless counterpart, may allow themselves to be ridden if necessary.
Monsters
Dragons-
Dragons are scaly fire-breathing creatures with bat-like wings. They exist throughout various regions of the Narnian world. A dragon is recorded as having once lived on an island in the Eastern Sea where he guarded a hoard of treasure. It is possible for a person to turn into a dragon by sleeping on this pile of treasure (VDT). In the Underlands, there are "dozens of strange animals lying on the turf, either dead or asleep, Jill could not tell which. These were mostly of a dragonish or bat-like sort" (SC). At the end of time in The Last Battle, these creatures wake and begin "crawling and sliding down into Narnia" appearing as "great dragons and giant lizards". The dragons, salamanders, and featherless birds with bat-like wings uprooted the trees until they grew old and died. Dragons are generally sapient beings even though they cannot talk, for it is possible for a human to communicate with them (SC). There is also a stone statue of what appears to be a dragon in the courtyard of The White Witch (LWW). (See also Salamander)
Ghoul-
Ghouls are followers of The White Witch (LWW). They live in Calormen as well as Narnia, where they are known to live among graves, such as the Tombs of the Ancient Kings (HHB). They are included in the 2005 film where they are portrayed as pale goblin-like creatures, with slit-nostrils, and long, skeletal arms and legs, and are sometimes confused with goblins and boggles.
Hags-
Hags are followers of The White Witch who help bind Aslan to the Stone Table in The Lion, the Witch, and the Wardrobe. They appear extremely loyal to the Witch as one Hag later attempts to bring back the ghost of the Witch through sorcery. She is described as having a "shrill, whining voice", and calls herself a "poor old woman". Her nose and chin stick out "like a pair of nut-crackers", and she has dirty grey hair (PC). The old hag appears in Prince Caspian and with her evil sidekick a Werewolf. She and her bloodthirsty friend try to bring the White Witch back to life through black magic. Fortunately their plan is ruined when King Peter and his crew arrive and kill them both with Trumpkin behead her. In the Disney films, they are bird-faced humanoids with talons. They are portrayed by Barbara Kellerman (in the BBC version) and Klara Issova (in the Disney version).
Hobgoblin-
Incubus & Succubus-
Incubi are followers of the White Witch (LWW). In folklore, they are lusty male demons who cause nightmares and assume the form of handsome men and seduce women in their sleep. Their female counterparts are called Succubi.
Jinn-
Jinn are the descendants of Lilith who possessed both innate magical abilities, very high intellect and uncommon physical beauty. Residing on the world of Charn, they interbred with giants and from these unions came the race of Jinn/Giants of Charn whom Jadis is descended from.
Kraken-
In (VDT), the Kraken is said to be one of the three most dangerous sea creatures in Narnia. The other two dangerous sea creatures are the squids and the sea serpents where all three of them are feared by the Sea People.
Ogre-
Ogres are followers of the White Witch. They have great strength and "monstrous teeth" (LWW). Female ogres are called "Ogresses"
Sea serpents-
A sea serpent attacks the ship in The Voyage of the Dawn Treader. The head of the serpent is said to be "all greens and vermilions with purple blotches - except where shell fish clung to it - and shaped rather like a horse's, though without ears. It had enormous eyes, eyes made for staring through the dark depths of the ocean, and a gaping mouth filled with double rows of sharp fish-like teeth. It came up on what they first took to be a huge neck, but as more and more of it emerged everyone knew that this was not its neck but its body ... " Besides the Krakens and Squids, the Sea Serpents are feared by the Sea People ((VDT)).
Specter-
Sprite-
Evil sprites are followers of the White Witch
Werewolves-
Werewolves appeared as the White Witch's followers. In the first film, they are represented as large humanoid wolves. In the second book, only one appears along with the Hag and Nikabrik the Black Dwarf attempting to bring back the White Witch, but they are killed by Caspian and the Pevensies before it happens. Unlike traditional werewolves, they don't need silver to be killed and don't have human forms.
Wraith-
Undead spirits summoned back to the land of the living through means of dark magic.
They are one of the many creatures loyal to the witches.
Notable NPC’s
The Morning Lord
"He'll be coming and going. One day you'll see him and another you won't. He doesn't like being tied down - and of course he has other countries to attend to. It's quite all right. He'll often drop in. Only you mustn't press him. He's wild, you know. Not like a tame lion."
Greater Deity
Symbol: A golden lion and the rising sun
Alignment: Lawful Good (with chaotic good tendencies)
Clergy Alignment: any good
Domains: animal, good, healing, knowledge, law liberation, protection
Description
The Lord of Morning is an old and powerful Spirit. Some say he was the firstborn from chaos, others that he had no beginning. One thing none debate is that he was present at the birth of the world plane.
He is simultaneously a deity of justice, nature, and celebration as well as the patron of children and talking beasts. He values all that is loving and good in the world and he considers all who follow in his ways his children.
The Morning Lord is a mysterious being and does not typically reveal himself to others physically, instead preferring to guide the actions of his children and the world unseen. As such, there is much debate as to his true form. There are those however who claim to have met him in the guise of a man, a dove, a lamb, and most famously, a majestic golden lion.
Dungeon Master's Note: When incorporating The Morning Lord into campaigns with other deities present, it is recommended that the other gods be treated as his servants or as servants who have long since rebelled or defected. They are little more than powerful spirits the lord has appointed to govern and watch over the world. As such many of them regard the Morning Lord with respect, reverence or even fear.
Hand of the Morningstar (Sp) Sometimes when magic users from other worlds align themselves with the Morning Lord’s will, he bestows upon him this blessing. Hand of the Morningstar is a spell that is tied directly to the great lion’s will and can produce many effects. Level: 1 Casting time: 1 Action Components: V(Thy will be done), S You raise your hand and call upon the will of the Morning star. Your hand produces a soft but penetrating light that functions like normal sunlight for the purposes of creatures with light vulnerabilities. The light may also produce other effects, some great and some small depending on whether the casters intended action would be aligned with the Morning Lords Will or not. Consult the table below for additional suggested effects. |
D20* | Spell replicated | Note |
10 11 12 13 14 15 16 17 18 19 20 | Prestidigitation Conjure Celestial Fear Heal Freedom of movement Invisibility awaken Commune Polymorph Control weather Wish | - functions as the normal spell - may also produce a Wall of fire, or grant Wind Walk, or Water Walk - All hostiles that can see the castor must succeed the saving throw - Cures all wounds and ends all negative effects, including magical - may also act as the spell Knock - may also Disguise Self or simply give a stealth bonus - may alternatively produce a Zone of Truth - Your lord arrives invisibly and may offer wisdom or guidance. - duration lasts until ended by the castor. - may summon plagues or natural disasters (Caster is always safe) - The Morninglords Will is Done |
*It is suggested that the Dungeon Master makes this roll. Also, when rolling for a produced effect the result may be any of the numbered effects listed at or below the rolled number. Dungeon masters should use discretion when deciding on the produced effect with each casting of Hand of the Morningstar.
Father Christmas
"I've come at last. She has kept me out for a long time, but I have got in at last. Aslan is on the move. The Witch's magic is weakening."
―Father Christmas
Father Christmas was the gift-bearing figure, known on both Earth and in the World of Narnia, who came to all the good creatures in Narnia the night before Christmas.
The Nymphs
There are many powers in the lion country though the most numerous are the Nymphs, specifically the Dryads and Naiads of narnia. Respected as deities, though not worshiped, they have been given great power and responsibility in the lands they govern. Some Naiads have been blessed with Authority of water, while some Dryads have Authority over the trees and animals.
The Stars
Everyone has seen them lighting the night sky however few Ground Dwellers meet them. These strange and beautiful people are the silent watchers and guides of the world below, sung into being by the Morning Lord himself at the dawn of time. They are among the only people of Narnia possessing innate understanding connection to the magics of the world each possing the ability to fly and change their shape at will as well as the ability to communicate over any distance, though only with simple emotions. Each star has a specific place in the night sky they call their Celestial Home, and if they spend 8 hours communing with their place in the night sky they gain the ability to cast the Scrying spell so long as they remain in their celestial home. Rarely do they venture from their homes accept on occasional periods of rest or as punishment for (Star Crime). Such stars typically assume human form and in either case have lost most or all of their power.
Tash
"They have a god called Tash. They say he has four arms and the head of a vulture. They kill men on his altar."
The White Stag
Like father Christmas the White Stag is a playful and Merry Spirit, though sightings are rare he is often spotted during times of peace, or as a herald to some great change in the world. Little is known about him though legends tell that he will grant a wish to any who manages to catch him. Woe onto any who brings a bow with them on such a hunt.
The Witches
The witches of narnia are powerful and dangerous. Not only are they among the few beings in narnia capable of actually wielding magic, but throughout history they have built up a reputation for seeking power at any cost. It is speculated that the witches of Narnia are the descendants of Jadus the first witch, also known as the white witch. Weather or not they her actual daughters, or simply power hungry woman that learned her ways,the witches of Narnia have always been female without exception. Additionally, they are characterised by their greed, unusually long life span, a tremendous desire for power, and a ruthless use of force and violence. Indeed, they are known for viewing power and magic as a status symbol, often justifying any atrocity with the belief that might makes right.
To name a few other notable characteristics, these powerful ladies are often associated with a dominant or primary color, attributed to their name. Witches also seem to possess an innate ability to manipulate the minds of other creatures, and though some have been known to utilize innate magical abilities, like shape shifting, and illusions, most seem to derive their power from powerful magical items which they wielded with great skill and proficiency. No witches were ever confirmed to be human beings, though they often looked very similar to humans. Jadis, in particular, was known to be half-jinn, half-giant.
It is widely accepted historical fact that (particularly in the early eras of Narnia) there was a community of at least a small group of witches who lived west of the Wild Lands of the North, past the northern bourder of the Western Wild, who were known through legend as the "Northern Witches." The White Witch was a definite member of this group and the Lady of the Green Kirtle was assumed by Rilian and his Underland-journeying rescuers to be a member as well.
The Deep Magic
Despite the mystical nature of Narnia, those who travel between worlds know that each one has its own rules and this one is no acception. In fact Narnia, though full of many wondrous creatures and unexplainable phenomenon, those with the ability to deliberately manipulation and control such powers are extremely rare. Indeed such power hungry individuals are often those who seek to bend the world and those within it to their will. There is however, only one true king of Narnia and he values freedom and love above all else.
Since the beginning the Great Lion has seen fit to grant power over the world to those who serve him. This power is known as Authority and it takes on seven different forms. These beings take on a great responsibility, and so for those who abuse this power, become changed by its Corruption. The most common lords in the world are the river gods and wood gods, also known as nymphs. Though not always the case, it is common for the powers and responsibilities of the parents to sometimes manifest or be bestowed down onto their children.
Lords of fire are typically Efreet.
You possess Authority over fire, and as such you gain the power to Produce and Control flames, and are completely Immune to the harmful effect of Heat and Cold.
Corrupted Flame
Should a lord of fire ever directly take a life, or intentionally commit an evil act with his fire, he suffers the following effects: His body becomes fire and he gains vulnerability to the cold, furthermore water harms him and if he is ever completely submerged he dies.
Lords of Air are typically Air nymphs.
You possess Authority over air, and as such you can fly, and never suffer from fall damage. Furthermore you are immune to the harmful effects of sound and electricity, and you can breath in all environments. You have limited control over the wind itself allowing you to lift 5 pounds of any material from up to 30 feet away. You can also create strong gusts of wind which can send small or light creatures flying backwards, push or knock prone some medium creatures. Gusts can only push medium creatures up to 5 feet, persist only while you concentrate on them and ends immediately should you take any other action.
Corrupted Air
Should a lord of the air become too worldly and/or hoard up treasures for itself, they will either become intangible and enter a permanent gaseous state of being, or lose their connection to air entirely.
Lords of Earth are typically dwarves.
You possess Authority over the element of earth and can not only meld into any form of stone but also glide through unworked stone as though it were water. Furthermore you can shape or move up to 5 feet of stone and possess a limited tremor sense ability which allows you to discern the general location of any movement which takes place on a solid stone surface you are in contact with. This tremor sense ability has a range of 30ft.
Heavy Responsibility
Unlike other lords, the lords of earth need not fear corruption however they do possess a strong vulnerability to metal weapons. Additionally objects containing any metal are ten times more heavy for the Lord of Earth than normal.
Lords of water are typically Nyads.
You possess Authority over the element of water and as such you can create, purify and control water. Furthermore, not only can you breath underwater but you are also immune to the effects of cold. (cold effects will typically put a lord of water to sleep)
Watery Charge
Once born, a lord of water’s life is linked to a specific body. Should they ever venture more than 100 feet away from their linked source of water they lose physical form and become an imobile puddle of water. In this state they are extremely vulnerable and can die as a result of evaporation. It is possible for a water lord to extend his range by filling and carrying a small vial containing water from his linked source. For reasons unknown the vial of water only functions for about a year, before it must be replaced.
You possess Authority over light, and as a result you can produce light equivalent to that of true daylight. Furthermore, you gain Fast Healing 2 while within direct sunlight and can disguise yourself with simple illusions.
Fragile Light
A lord of light must at all times produce light or else remain in direct sunlight. Should the lord of light ever fail to do either their light will go out permanently and their power will be lost forever.
Lords of Law are typically Unicorns
You possess Authority over Law itself, granting you the ability to detect any lie spoken within earshot of you, as well as the exact location of any creature that breaks a deal, bargain, or agreement with you. Furthermore as an action you can inflict a curse upon any creature who break any law (for the purposes of this ability agreements struck with you are laws). For the curse to take effect not only must you be aware of the law that was violated, but you must also know the exact location of the creature that violated the law and the violation can not have taken place longer than 24 hour ago. This effect functions as the spell Bestow Curse and can be cast once per day per character level.
Double edged Sword
Should a lord of Law ever lie or cheat, they will from that moment instantly suffer the effects of every curse they have ever inflicted on others.
Lords of Nature are typically Dryads
You possess Authority over the plants and have been granted the ability to communiate with dumb animals, though only through the sharing of emotions. Your connection to nature allows you to merge with natural living plants at will as well as control them as though with telekinesis. Furthermore you do not need to eat, sleep or breath so long as you are able to bask in sunlight for two hours once every 24 hours and have access to clean water. Additionally three times per day the lords of nature can produce fresh fruit of the same quality produced by the spell Goodberry.
Return to nature
Lords of Nature are the apointed stewards of the natural world and as such, should a lord of nature willingly allow needless harm to come to the environement or a dumb animal in their presence or fail to avenge or seek restetution for such harm, they must succeed a wisdom save or permanantly pecome a part of the nature they failed to protect. Dryads transform into a tree over the course of 24 hours, while all others beings slowly become an animal, typically of the same kind that was harmed due to their neglect.
The Shadows
Class Conversions
The typical classic rolls for player characters have been rebalanced to fit the soft magic setting that makes up the Narnian World. Please not that the typical magic using classes are not included in this list as they do not fit properly in this setting. Listed below are the classes common to Narnia, however, any non-magic based classes should fit.
Barbarian
Barbarians remains unaltered - The humans raiders south of the lions country are all well known barbarians. Furthermore, though ultimately good in nature, many of the talking beasts have been known to go wild from time to time when angered.
Bard
(See narnian magic) - The spirits of the woods are mysterious and powerful. Each known for their enchanting music and persuasive words.
Fighter
Fighters remains unaltered - The warriors of the Narnian world are diverse and
Monk
Monks remains unaltered -
Paladin
Paladins must utilize spell-less variants (see hand of the morning star) -
Rouge
Rouges remains unaltered -
Ranger
Rangers must utilize spell-less variants -
Artifacts Weapons and Gifts
Narnia is first and foremost a soft magic world. Thus the worlds elements and powers are hard to control, manipulate or even understand. Magic itself is a vague enigma wielded primarily by aslan himself and those who he deems worthy. Their are those however who attempt to take what power that is not theirs to weld and bend those weaker than them to their will. In Narnia this power primarily takes the shape of magical artifacts weapons and Gifts.
It is recommended that each game master design his or her own magic items specifically for their own campaign. Players may have impute on the design however each item should possess at least one of the following abilities, each accompanied by an appropriate drawback.
Abilities
You may also invent your own abilities, but they should be no more powerful than those described above.
Drawbacks
You may also invent your own Drawbacks, but they should be no less detrimental than those described above.
Example Items from the Books:
Fire Berry -
"Every morning a bird brings me a fire-berry from the valleys of the sun, and each fire-berry takes away a little of my age."
Traits: Consumption lowers a characters age category by one.
Fire Flower -
"There is a cordial made of the juice of one of the Fire-Flowers that grow in the mountains of the sun. If you or any of your friends is hurt, a few drops of this restore them..."
Traits: Fully restores drinkers health. (Glass cordial contains 50 uses)
The Magician’s Book -
“The paper was crisp and smooth and a nice smell came from it; and in the margins, and round the big coloured capital letters at the beginning of each spell, there were pictures. There was no title page or title; the spells began straight away, and at first there was nothing very important in them.”
Traits: Cures for warts (by washing your hands in moonlight in a silver basin), toothaches and cramps, a spell for taking a swarm of bees, Artifacts of Narnia are strange and wondrous
Toffee Fruit -
"The fruit was delicious; not exactly like toffee - softer for one thing, and juicy - but like fruit which reminded one of toffee."
Traits: Planting grows food overnight. Each fruit heals +1 of health. After planting, roll 1d6 to determine how many fruit sprout the following morning. Roll 1, nothing grows.
Dwarf-tempered steel
Enemies of the Kingdom
The Immortal dominator, conquerer queen, and master of all. Once this powerful Lady of White ruled the land with a cruel and iron fist for nearly a hundred years. Fortunately, with the aid of the Great Lion and the children of profocy she was overthrown, and the great enchanted winter she had placed over the land finally lifted. Though defeated attempts have been made by those loyal to her to raise her once again.
Resistances: Does not age, immune to poison cold and sickness.
Powers: Weave powerful enchantments including but not limited to summoning an endless winter over a hundred-mile radius; Illusions, including the ability to disguise herself as inanimate objects;
Item: Wand of petrification
Master of lies and the mind, an expert in the use of poisons as well as a shapeshifter (can assume the form of a giant snake. Uses the Suggestion spell to weave powerful enchantments to confuse and subjugate her followers and enemies.
Resistances:
Powers:
Item:
Mistress of sickness plague and dreams. Capable of entering the dreams of others and figuring out what people are afraid of the most. Capable of summoning nightmares.
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Powers:
Item:
The thief and slave master, drinker of blood, bringer of Floods, and drowner of men,
Resistances:
Powers:
Item:
Master of war and instigation, this older woman in blood-red raiment is adept at turning people against their own through the use of suggestion subterfuge, empty promises, and powerful enchantments.
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Item:
Desecrator, Master of Shadow and raiser of the dead.
Resistances:
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Item:
The Weapons of the Enemy
Confusion
Good enough
I forgive you:
Falls profit
Quests
The party journeys to sites of historic battles and locations.
Optional Reasons for Quest:
The party journeys to a distant land held under the power of a cruel, and corrupt ruler or government. Perhaps everything from the roads are taxed and slavery is rampent. Perhaps the capital punishment is unreasonably stricked. Perhaps all of its citizens are lied to about the world outside their borders or even the whole country is a military state.
Optional Reasons for Quest:
One of the fabled Witches has returned, either in secret or in great force. Once more she has abducted a member or multiple members of the royal family or another person of significance. Or perhaps the vanished individuals are not important at all and it is simply a large community or a close friend.
Reasons for Quest: